Участник
Пользователь
- Сообщения
- 72
- Реакции
- 10
Привет. Пытаюсь отловить game commencing и предовратить его:
Game Commencing все равно срабатывает, в чем приблема?
То чуство когда не расскоментировал плагин в plugins.ini -
Извините, тему можно закрыть
Код:
#include <amxmodx>
#include <reapi>
#define PLUGIN "Plugin"
#define VERSION "1.0"
#define AUTHOR "Nunfy"
#define con console_print
#define cp client_print
#define cpc client_print_color
#define sc server_cmd
#define register_menu(%0,%1,%2) register_menucmd(register_menuid(%0), %1, %2)
new HookChain: hook_chain_round_end;
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR);
EnableHookChain(hook_chain_round_end = RegisterHookChain(RG_RoundEnd, "round_end", false));
}
//---[Хуки]
public round_end(WinStatus:status, ScenarioEventEndRound:event, Float:tmDelay)
{
switch(event)
{
case ROUND_GAME_COMMENCE:
{
set_member_game(m_bGameStarted, true);
SetHookChainReturn(ATYPE_INTEGER, false);
return HC_SUPERCEDE;
}
}
return HC_CONTINUE;
}
Код:
// The style of gameplay where there aren't any teams (FFA mode)
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
mp_freeforall 0
// Auto balancing of teams
// 0 - disabled
// 1 - on after next round (default behaviour)
// 2 - on next round
//
// Default value: "1"
mp_autoteambalance 0
// Designate the desired amount of buy time for each round. (in minutes)
// -1 - means no time limit
// 0 - disable buy
//
// Default value: "1.5"
mp_buytime 0
// The maximum allowable amount of money in the game
//
// Default value: "16000"
mp_maxmoney 16000
// Disable round end by game scenario
// 0 - disabled (default behaviour)
// 1 - enabled (never end round)
//
// Flags for fine grained control (choose as many as needed)
// a - block round time round end check
// b - block needed players round end check
// c - block VIP assassination/success round end check
// d - block prison escape round end check
// e - block bomb round end check
// f - block team extermination round end check
// g - block hostage rescue round end check
//
// Example setting: "ae" - blocks round time and bomb round end checks
// Default value: "0"
mp_round_infinite 0
// The round by expired time will be over, if on a map it does not have the scenario of the game.
// 0 - disabled (default behaviour)
// 1 - enabled
// Default value: "0"
mp_roundover 0
// Number of seconds to delay before restarting a round after a win.
// Default value: "5"
mp_round_restart_delay 5
// Disable grenade damage through walls
// 0 - disabled
// 1 - enabled
// Default value: "0"
mp_hegrenade_penetration 0
// Drop a grenade after player death
// 0 - disabled
// 1 - drop one the grenade
// 2 - drop an everyone grenades
// Default value: "0"
mp_nadedrops 0
// Player cannot respawn until next round
// if more than N seconds has elapsed since the beginning round
//
// Default value: "20"
mp_roundrespawn_time 20
// Automatically reload each weapon on player spawn
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
mp_auto_reload_weapons "0"
// Refill amount of backpack ammo up to the max
// 0 - disabled (default behaviour)
// 1 - refill backpack ammo on player spawn
// 2 - refill backpack ammo on player spawn and on the purchase of the item
// 3 - refill backpack ammo on each weapon reload (NOTE: Useful for mods like DeathMatch, GunGame, ZombieMod etc.)
//
// Default value: "0"
mp_refill_bpammo_weapons 0
// Automatically joins the team
// 0 - disabled
// 1 - enabled (Use in conjunction with the cvar humans_join_team any/SPEC/CT/T)
//
// Default value: "0"
mp_auto_join_team 0
humans_join_team SPEC
// Maximum number of allowed teamkills before autokick.
// Used when enabled mp_autokick.
// 0 - disabled
//
// Default value: "3"
mp_max_teamkills 0
// If set to something other than 0,
// when anybody’s scored reaches mp_fraglimit the server changes map.
// 0 - means no limit
//
// Default value: "0"
mp_fraglimit 0
// Period between map rotations.
// 0 - means no limit
//
// Default value: "0"
mp_timelimit 0
// Players will automatically respawn when killed.
// 0 - disabled
// >0.00001 - time delay to respawn
//
// Default value: "0"
mp_forcerespawn 0
// The hostages can take damage.
// 0 - disabled
// 1 - from any team (default behaviour)
// 2 - only from CT
// 3 - only from T
mp_hostage_hurtable 1
// Show radio icon.
// 0 - disabled
// 1 - enabled (default behavior)
mp_show_radioicon 1
// Play "Bomb has been defused" sound instead of "Counter-Terrorists win" when bomb was defused
// 0 - disabled (default behavior)
// 1 - enabled
//
// Default value: "1"
mp_old_bomb_defused_sound 1
// Set's the mode for the zBot
// 0 - disabled
// 1 - enable mode Deathmatch and not allow to do the scenario
//
// Default value: "0"
bot_deathmatch 0
// Determines the type of quota.
// normal - default behaviour
// fill - the server will adjust bots to keep N players in the game, where N is bot_quota
//
// Default value: "normal"
bot_quota_mode "normal"
// Debug cvar shows triggers.
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
showtriggers 0
// When players can hear each other.
// Further explanation: https://github.com/s1lentq/ReGameDLL_CS/wiki/sv_alltalk
// 0 - dead don't hear alive
// 1 - no restrictions
// 2 - teammates hear each other
// 3 - same as 2, but spectators hear everybody
// 4 - alive hear alive, dead hear dead and alive.
//
// Default value: "0"
sv_alltalk 1
// Time to remove item that have been dropped from the players. (in seconds)
//
// Default value: "300"
mp_item_staytime 300
// Legacy func_bomb_target touch. New one is more strict.
// 0 - New behavior
// 1 - Legacy behavior
//
// Default value: "1"
mp_legacy_bombtarget_touch "1"
// Specifies the players defense time after respawn. (in seconds).
// 0 - disabled
// >0.00001 - time delay to remove protection
//
// Default value: "0"
mp_respawn_immunitytime "0"
31 Окт 2018
Извините, тему можно закрыть